Archive for December, 2006

Xmas Update

Wednesday, December 27th, 2006

I started on GUI unit tests. This lead to uncovering bugs in the camera object, and projection matrix and zbuffer in GL.

So I have been basically patching bugs over xmas.

Text Update

Thursday, December 21st, 2006

Its been a busy day.
Many many new new features, changes, bug fixes etc.
I blame the large coffee I had tonight :)

So…

Added kerning support to text objects.
Added clipping rects to text objects.
Text objects now wrap when text goes past the left edge of the clip rect.
Letters get clipped when they go paste the bottom of the clip rect.
Added support to change size of font on the fly.
Added support to change text of text object on the fly.

Created a frames per second ( FPS ) text object using the above that sits
in a HUD layer and does not move when the cameras move

Changed BANG’S coordinate system to a left handed one in order to match GL.

Fixed bugs in rendering HUD style layers ( was totally broken ).

Fixed camera center point offset code so that 0,0 is now the center if the view port.

Next I will be moving on to making the GUI widgets.

s2.jpg

The Last 10%

Wednesday, December 20th, 2006

After many days of painful debugging and a number of really brain dead errors on my part… Text Objects are mostly working.

Why is it always the last 10% takes most of the time?

Anyhow here is my first working screen shot with the obligatory Hello.

hello.jpg

Fonts

Wednesday, December 6th, 2006

I’m starting on adding font loading and rendering support.
Right now looking at all the available OSS font libs out there.
First up is Freetype2 and FTGL as possible solutions.

Camera Fixed

Wednesday, December 6th, 2006

I had one last camera bug.
Objects would disappear when to close to the camera.
Turns out I was clipping objects less the Z = 1
I changed the cameras default minimum Z value to .01 and everything looks good.

Multiple Camera Support

Tuesday, December 5th, 2006

I have been working since turkey day to add support for multiple cameras.
For this I needed to re work how the top level scene graph parts talk to each other. This included the windows, view ports, cameras, worlds and layers.

The end result can now have a infinite number of cameras view the the same or multiple worlds and can draw into the same or different view ports.

The screen shot below shows 3 cameras all viewing the same world and drawing into the same OpenGL context or view port.

Now you might think adding support for multiple is EASY in OpenGL…
But you have to remember Im writing the whole engine in software and then off loading work to gl or d3d renders if possible. So it has taken a while to get working properly.

multicamera.jpg